precision mediump float;

uniform sampler2D s_texture;
//uniform samplerCube s_texture;

varying vec2 aVertexUVs_;

void main(){

	gl_FragColor = texture2D( s_texture, aVertexUVs_ );
	//gl_FragColor = vec4( 0.0, 0.0, 0.0, texture2D( s_texture, aVertexUVs_ ).a );
	//vec3 n = vec3(0.0, 1.0, 0.0);
	//gl_FragColor = textureCube( s_texture, reflect(normalize(vec3(aVertexUVs_[0], 0.0,  aVertexUVs_[1])), n) );

}